Added the base to the lit pipeline.

Still need to allow for adding lights!
This commit is contained in:
elipzer 2018-10-15 19:53:22 -04:00
parent 04c31686ec
commit 98c6d3868c
12 changed files with 259 additions and 1 deletions

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@ -156,6 +156,10 @@ copy "$(ProjectDir)*.h" "$(SolutionDir)include\charcoal-builtin\"</Command>
<ClInclude Include="BuiltinPipeline.h" />
<ClInclude Include="BuiltinTypes.h" />
<ClInclude Include="GLUtil.h" />
<ClInclude Include="LitBatch.h" />
<ClInclude Include="LitPipeline.h" />
<ClInclude Include="LitShaderProgram.h" />
<ClInclude Include="LitTypes.h" />
<ClInclude Include="MeshGenerator.h" />
<ClInclude Include="PoseableBatch.h" />
<ClInclude Include="SpriteBatch.h" />

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@ -28,6 +28,9 @@
<Filter Include="Header Files\Pipelines\Textured">
<UniqueIdentifier>{a0a4d461-a490-40ce-bc57-22c47460f60e}</UniqueIdentifier>
</Filter>
<Filter Include="Header Files\Pipelines\Lit">
<UniqueIdentifier>{bc6d5912-669e-4e73-8e9e-67e1d4af38be}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="GLUtil.cpp">
@ -107,5 +110,17 @@
<ClInclude Include="TexturedRenderable.h">
<Filter>Header Files\Pipelines\Textured</Filter>
</ClInclude>
<ClInclude Include="LitBatch.h">
<Filter>Header Files\Pipelines\Lit</Filter>
</ClInclude>
<ClInclude Include="LitTypes.h">
<Filter>Header Files\Pipelines\Lit</Filter>
</ClInclude>
<ClInclude Include="LitShaderProgram.h">
<Filter>Header Files\Pipelines\Lit</Filter>
</ClInclude>
<ClInclude Include="LitPipeline.h">
<Filter>Header Files\Pipelines\Lit</Filter>
</ClInclude>
</ItemGroup>
</Project>

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@ -0,0 +1,36 @@
#pragma once
#include "LitTypes.h"
#include "PoseableBatch.h"
namespace charcoal
{
namespace builtin
{
namespace lit
{
class Batch : public PoseableBatch<Vertex, Index, 3>
{
public:
using PoseableBatch<Vertex, Index, 3>::PoseableBatch;
protected:
void setup_vao_vertex() override
{
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_vbo);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, position));
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, normal));
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, material));
glVertexAttribDivisor(0, 0);
glVertexAttribDivisor(1, 0);
glVertexAttribDivisor(2, 0);
}
};
}
}
}

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@ -0,0 +1,32 @@
#pragma once
#include "GLUtil.h"
#include "BuiltinPipeline.h"
#include "WithCamera.h"
#include "LitShaderProgram.h"
#include "LitBatch.h"
namespace charcoal
{
namespace builtin
{
namespace lit
{
// TODO: May want to abstract this into a base pipeline class since this is the same as basic::Pipeline
class Pipeline : public builtin::Pipeline<ShaderProgram, Batch>, public WithCamera
{
public:
void prepare_opengl() override
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
}
void prepare_uniforms() override
{
glutil::uniform_matrix(0, get_camera()->get_world_to_view_matrix());
}
};
}
}
}

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@ -0,0 +1,18 @@
#pragma once
#include <charcoal/VertexFragmentShaderProgram.h>
namespace charcoal
{
namespace builtin
{
namespace lit
{
class ShaderProgram : public VertexFragmentShaderProgram
{
public:
ShaderProgram() : VertexFragmentShaderProgram(SHADER_PATH "LitVS.glsl", SHADER_PATH "LitFS.glsl") {}
};
}
}
}

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@ -0,0 +1,17 @@
#pragma once
#include "BuiltinTypes.h"
namespace charcoal
{
namespace builtin
{
namespace lit
{
typedef PNMVertex Vertex;
typedef Index Index;
typedef RenderableT<Vertex, Index> Renderable;
}
}
}

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@ -24,6 +24,7 @@
<ClCompile Include="MyBasicScene.cpp" />
<ClCompile Include="MyBatch.cpp" />
<ClCompile Include="MyBuiltinCubeScene.cpp" />
<ClCompile Include="MyBuiltinLitScene.cpp" />
<ClCompile Include="MyBuiltinTexturedScene.cpp" />
<ClCompile Include="MySimple2DScene.cpp" />
<ClCompile Include="MySimple3DScene.cpp" />
@ -36,6 +37,7 @@
<ClInclude Include="MyBatch.h" />
<ClInclude Include="MyBuiltinCubeScene.h" />
<ClInclude Include="MyBuiltinTexturedScene.h" />
<ClInclude Include="MyBuiltinLitScene.h" />
<ClInclude Include="MySimple2DScene.h" />
<ClInclude Include="MySimple3DScene.h" />
<ClInclude Include="MySimpleCubeScene.h" />

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@ -42,6 +42,9 @@
<ClCompile Include="MyBuiltinTexturedScene.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="MyBuiltinLitScene.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="MyApplication.h">
@ -74,5 +77,8 @@
<ClInclude Include="MyBuiltinTexturedScene.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="MyBuiltinLitScene.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

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@ -7,7 +7,8 @@ MyApplication::MyApplication(int width, int height)
m_simple_3d_scene(*this),
m_simple_cube_scene(*this),
m_builtin_basic_cube_scene(*this),
m_builtin_textured_scene(*this)
m_builtin_textured_scene(*this),
m_builtin_lit_scene(*this)
{}
void MyApplication::init()
@ -18,6 +19,7 @@ void MyApplication::init()
m_simple_cube_scene.init();
m_builtin_basic_cube_scene.init();
m_builtin_textured_scene.init();
m_builtin_lit_scene.init();
m_p_current_scene = &m_basic_scene;
m_p_current_scene->use();
@ -49,6 +51,10 @@ void MyApplication::update(float delta_time, clock_t clock)
{
swap_scene(&m_builtin_textured_scene);
}
else if (m_glfw_input_manager.is_key_pressed(GLFW_KEY_7))
{
swap_scene(&m_builtin_lit_scene);
}
m_p_current_scene->update(delta_time, clock);
}

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@ -9,6 +9,7 @@
#include "MySimpleCubeScene.h"
#include "MyBuiltinCubeScene.h"
#include "MyBuiltinTexturedScene.h"
#include "MyBuiltinLitScene.h"
using namespace charcoal;
@ -38,5 +39,6 @@ private:
MySimpleCubeScene m_simple_cube_scene;
MyBuiltinCubeScene m_builtin_basic_cube_scene;
MyBuiltinTexturedScene m_builtin_textured_scene;
MyBuiltinLitScene m_builtin_lit_scene;
};

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@ -0,0 +1,81 @@
#include "MyBuiltinLitScene.h"
#include <charcoal/constants.h>
#include <charcoal-builtin/MeshGenerator.h>
#include <charcoal-builtin/GLUtil.h>
// TODO: Consider just making a template class for testing out stuff like this...
// Especially considering that update and render are probably going to be relatively similar almost every time.
MyBuiltinLitScene::MyBuiltinLitScene(Application& application)
: Scene(application),
m_shape(meshgenerator::gen_cube_p<lit::Vertex, lit::Index>(DRAW_TRIANGLES, 2.0f, 2.0f, 2.0f), DrawMode::DRAW_TRIANGLES),
m_camera((float)TAU_1_4, (float)m_screen_size.x / m_screen_size.y, 1.0f, 10.0f, vec3(0.0f, 0.0f, 5.0f)),
m_batch(&m_shape, 2)
{
m_pipeline.add_batch(&m_batch);
m_pipeline.set_camera(&m_camera);
}
void MyBuiltinLitScene::init()
{
m_batch.init();
}
void MyBuiltinLitScene::update(float delta_time, clock_t clock)
{
float brightness;
float radians;
clock_t c;
const clock_t intervals = 512 * CLOCKS_PER_SEC / 100;
const clock_t half_interval = 256 * CLOCKS_PER_SEC / 100;
c = clock % intervals;
if (c < half_interval)
brightness = (float)c / half_interval;
else
brightness = (float)(intervals - c) / half_interval;
radians = (float)TAU * c / intervals;
m_pose_a.rotate(glm::normalize(vec3(1.0f, 1.0f, 0.0f)), (float)TAU_1_2 * delta_time);
m_pose_a.update_position(vec3(3 * (float)cos(radians), 1.0f, 0.0f));
m_pose_b.rotate(glm::normalize(vec3(1.0f, 1.0f, 0.0f)), (float)TAU_1_2 * delta_time);
m_pose_b.update_position(vec3(-3 * (float)cos(radians), -1.0f, 0.0f));
vec3 camera_translation(0.0f, 0.0f, 0.0f);
if (m_input_manager.is_key_down(GLFW_KEY_W)) camera_translation.y += 1;
if (m_input_manager.is_key_down(GLFW_KEY_S)) camera_translation.y -= 1;
if (m_input_manager.is_key_down(GLFW_KEY_A)) camera_translation.x -= 1;
if (m_input_manager.is_key_down(GLFW_KEY_D)) camera_translation.x += 1;
if (m_input_manager.is_key_down(GLFW_KEY_Q)) camera_translation.z -= 1;
if (m_input_manager.is_key_down(GLFW_KEY_E)) camera_translation.z += 1;
float camera_rotation = 0.0f;
if (m_input_manager.is_key_down(GLFW_KEY_Z)) camera_rotation += 1;
if (m_input_manager.is_key_down(GLFW_KEY_C)) camera_rotation -= 1;
m_camera.translate(camera_translation * delta_time);
m_camera.rotate(vec3(0.0f, 1.0f, 0.0f), camera_rotation * (float)TAU_1_8 * delta_time);
m_batch.reset_rendered();
m_batch.add_rendered(m_pose_a);
m_batch.add_rendered(m_pose_b);
}
void MyBuiltinLitScene::prerender()
{
m_camera.prerender();
m_batch.prerender();
}
void MyBuiltinLitScene::render()
{
glutil::clear_screen();
m_pipeline.render();
}

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@ -0,0 +1,39 @@
#pragma once
#include <charcoal/Poseable.h>
#include <charcoal/Scene.h>
#include <charcoal-builtin/BuiltinCamera3D.h>
#include <charcoal-builtin/LitPipeline.h>
using namespace charcoal;
using namespace charcoal::builtin;
class MyBuiltinLitScene : public Scene
{
public:
// TODO: Add the lights!
// This should be done in the pipeline!
MyBuiltinLitScene(Application& application);
void init() override;
void use() override {}
void unuse() override {}
void update(float delta_time, clock_t clock) override;
void prerender() override;
void render() override;
private:
lit::Renderable m_shape;
builtin::Camera3D m_camera;
lit::Batch m_batch;
lit::Pipeline m_pipeline;
Poseable m_pose_a;
Poseable m_pose_b;
};